gdljjrod wrote: "ONELua is a brand new Lua Interpreter to create our homebrews to both PSP as PSVita.
As LuaDEV, OneLua is based on OSLib, so there are many similar functions (with slightly different syntax).
In this version there are enough modules to make decent homebrews.
Autors: gdljjrod and Rober Galarga."ONEluahttp://wololo.net/talk/viewtopic.php?f=2&t=38576

--Added The callback "onPbpPack" for new functions:
game.pack () to package the resources of a PBP and make corresponding EBOOT.PBP.
game.add () lets you change or add a resource from a EBOOT.PBP.
game.remove () Deletes a resource from a EBOOT.PBP

"This version includes a 3D demo by Mills (Downloads are in our web)"
ONElua v2 Bundle Demo:
https://dl.dropboxusercontent.com/u/48796093/Onelua/ONEluav2Bundle.rar
memstick/PSP/Game/Demo3D ONELUAv2

[Changelog]
++ Added the all-new 3D Module (special thanks to Andresmargar for AMGLib and his invaluable help... YOU ROCK MAN!).
++ Added a new error screen, now you can edit the error line directly in your PSP (no PC needed). This is still in development and tests, so some errors will not be fixable in this way.
++ Now you can access correctly to both ms0 and ef0 on PSP Go.
++ Fixed MOD sounds loading (.mod, .it, .s3m and .xm).
++ Fixed os.message(), now it returns your choice correctly.
++ files.list(),files.listfiles() and files.listdirs() were optimized.
++ Utils module renamed to game.
++ sound.getid3() got a new field: "cover", which contains the album art if available.
++ Added three new functions: image.pixel(), screen.brightness() and os.delay() (please refer the docs to get further details).
++ Now files.size() also works on directories.
-- Disabled AT3 files loading.

[TO DO]
++ Finish the new error screen, adding more support, the new OSK and the new GUI.

OneLua features basic functions, as sound load (mp3), images, ini files, functions to copy & paste and many more (feel free to explore the docs).

However, there are a bug: there aren't functions to delete sounds, images, timers and other objects, so to free them you'll need to use the basic way:

var = nil

Maybe you'll want to call collectgarbage("collect") after that to clean effectively the memory used by the object.

Features:
-Most math module functions now uses the VFPU, so the trigonometric calculations will be VERY fast.
-Color masking while loading images. This allow, for example, remove a solid-color background in your images.
-Dedicated HW module, which contains plenty of new functions, as PSP model detection, battery mode detection (normal, pandora or autoboot... only works for unbrickeable consoles), motherboard type and model detection...
-Detects correctly the free space in both ms0 and ef0 (for PSP Go).
-Detects the CFW that you're running.
-UMD functions: info and dump directly.
-Files: copy, rename, delete, fast-move (using the Total_Noob sample), unzip & unrar (with or without password).
-Unified and easy-to-use buttons reading, using constants (see the docs for an example).
-WiFi configs backup & restore.
-callbacks and constants in several functions, to ease your life

FOR PSP GO USERS
-If you want to read both ms0 and ef0 devices, your HB should be placed in ms0. <--Fixed v2.
-The function files.move doesn't work properly between devices (ms0 to ef0 and vice versa), only performs a copy. Other functions work fine.

We'll appreciate if you report us all the bugs you encounter. Any other feedback is welcomed, too.

Impotent Missing text: Solution replace jpn0.pgf in flash0 folder with original PSP fonts to get text working (or try JPCSP jpn0.pgf unconfirmed if this will fix the text). Tested with Notepad++: UTF-8 without BOM

memstick/PSP/Game/ONEluav2R1
flash0/font/jpn0.pgf

Last tested with: ppsspp-v1.0-59-gc9e6938-windows-amd64

PPSSPP issue #1 missing text with following lua code:

Code:

screen.print(0,100,"Test 1: Must replace jpn0.pgf font to see this massage")
screen.print(0,110,"Test 2: Must replace jpn0.pgf font to see this massage",0.4,color.new(250,0,0))
screen.print(0,120,"FPS: Must replace jpn0.pgf font to see this massage"..screen.fps())

(Edit) Now just messing around with stuff/testing this are random 3D characters models with no movement what so ever and are not part of this homebrew game.Note:Japanese Hiragana text are working great. DOA5 notes 4th image: textures were scaled down from (1024x1024 to 512x512) and (512x1024 to 256x512).

***(Edit)11/5/2014 I am no-longer working on this.
Here is a slightly different version incomplete (just messing around with stuff this is not a port, I don't recommend using this on a real PSP) this is all trial and error.

Fast Memory (unstable): Off

Optional:
Tab key/` to speed up loading
Multithreaded (experimental): On

I am interested in PSP game development. I'm a programmer, 3D artist , animator and developer in general.
I have always wanted to create something for PSP.
Although the English documentation is not working and why is there no windows version of this engine?
I mean we can't develop inside PSP of course!

@Haseeb Their is anther version in c/c++ but, it's not a windows version called AMGLib Plus by Andres Margar, more info at wololo.net. For programing in the psp use OneLua IDE by David Nunez Aguilera as showed in this video I can't find the link (psp.scenebeta.com & wololo.net). I was unable to unload 3D stuff on both ONELua v3 (well without textures but the frame rate was 2) and AMGLib Plus (this looks amazing but I can't add that much 3D stuff like SSBB stage and DOA5 Christie maybe do to textures idk).

Main.c (so sorry for the messy code)
Note: Mostly all of the code was copy past and unloading 3D objects did not go so well (also c/c++ is new to me do not try this on the PSP).